<?xml version="1.0" encoding="UTF-8"?>
<!-- generator="weebly" -->
<rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:dc="http://purl.org/dc/elements/1.1/" >

<channel><title><![CDATA[A Wall of Text - Blog]]></title><link><![CDATA[http://awalloftext.weebly.com/index.html]]></link><description><![CDATA[Blog]]></description><pubDate>Mon, 14 May 2012 10:30:27 -0800</pubDate><generator>Weebly</generator><item><title><![CDATA[Game Development Jobs and the MMO Trinity]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2012/04/game-development-jobs-and-the-mmo-trinity.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2012/04/game-development-jobs-and-the-mmo-trinity.html#comments]]></comments><pubDate>Thu, 12 Apr 2012 15:07:15 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2012/04/game-development-jobs-and-the-mmo-trinity.html</guid><description><![CDATA[It&rsquo;s no secret that I&rsquo;m a pretty big fan of MMO games. I played World of Warcraft for years, played The Old Republic to the end game, and I am currently (anxiously) awaiting Guild Wars 2. What makes GW2 so attractive to me, interestingly enough, is the fact that it&rsquo;s attempting to do away with the &ldquo;tried and true&rdquo; Tank-DPS-Healer trinity of gameplay roles. For those not familiar with these roles, here&rsquo;s the gist: [...] ]]></description><content:encoded><![CDATA[<div class="paragraph" style='text-align:left;'>It&rsquo;s no secret that I&rsquo;m a pretty big fan of MMO games. I played World of Warcraft for years, played The Old Republic to the end game, and I am currently (anxiously) awaiting Guild Wars 2. What makes GW2 so attractive to me, interestingly enough, is the fact that it&rsquo;s attempting to do away with the &ldquo;tried and true&rdquo; Tank-DPS-Healer trinity of gameplay roles. For those not familiar with these roles, here&rsquo;s the gist:&nbsp; Tanks are the vanguards that absorb damage and protect the rest of the party, DPS (damage-per-second) deal damage with impressive attacks and flashy spells, and Healers, of course, heal and buff the rest of the party with supportive abilities. Now, I love this classic MMO trinity, but I&rsquo;m excited to see how GW2 handles a new paradigm of class roles.<br /><span></span><br />However, while musing on the nature of those classic roles, I drew an amusing parallel between the MMO trinity and the various roles at a game development company. Hear me out for a moment; this may be a superficial observation, but I felt it was at least amusing enough to record...<br /><span></span><br /><span style="color: rgb(102, 102, 102);">[Click READ MORE below for more...]</span><br /></div>  <div>  <!--BLOG_SUMMARY_END--></div>  <div class="paragraph" style='text-align:left;'><br />Your core developer guys (software engineers, programmers, and QA folk) are a lot like Tanks. Without Tanks, groups tend to fall apart, as no one is present to take the brunt of the enemy opposition; they are essentially the glue that holds the group together, so to speak. Likewise, without developers to add interactivity, functionality, and the general aspects of video games that, you know, <span style="font-style: italic;">actually make them video games</span>, you just have a large sum of disparate elements. Just a pile of&hellip; stuff. It may be aesthetically pleasing stuff, it may sound nice, it might have lofty ideas behind it, but without the developers to put everything together, you have no game, and you have no group. And that means no loot!<br /><br />You content creators (artists, audio, and designers) are a lot like DPS. To an outside observer, the Damage Dealers&rsquo; attention-demanding actions define a group&rsquo;s progress. By the same token, gamers judge games primarily on graphics, sound design, and core mechanics. Very rarely does the generally gaming public take into account a game&rsquo;s scheduling during production, or its programming language, even though these are equally important elements. The content creators, just like DPS, are the highly-visible rock stars, always at the forefront a game&rsquo;s public image, and their performance is often one of the greatest contributions to both a game&rsquo;s success.<br /><br />And finally, your producers and project managers, well, they&rsquo;re a lot like Healers. Often the unsung heroes, Healers ensure that groups run smoothly; they keep their Tanks alive and kicking, and keep their DPS buffed and refreshed so they can keep dishing out their damage. Healers will often fall into the role of the group&rsquo;s leader as well, relying on an advantageous observation point on the battle field to relay important info to their teammates. A good producer, like a good healer, can mean the difference between the unmitigated success and total failure of a project. Through scheduling, team management, and sometimes a little business finesse, producers keep the other members of their team enabled and doing what they do best. Sometimes, if a Healer or a producer is doing their job well enough, it may seem like they aren&rsquo;t doing much at all, but never mistake team cohesion with inactivity! Healers, producers&hellip; they both keep things running smoothly!<br /><br />So what does all of that mean? Well, nothing specifically. Just a fun observation. However, I&rsquo;d be curious to see how many people on a game development team would identify most with the respective class roles listed above&hellip;</div>]]></content:encoded></item><item><title><![CDATA[I think I'm too old for Stat Tracking in FPS games.]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2012/02/i-think-im-too-old-for-stat-tracking-in-fps-games.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2012/02/i-think-im-too-old-for-stat-tracking-in-fps-games.html#comments]]></comments><pubDate>Mon, 13 Feb 2012 13:10:56 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2012/02/i-think-im-too-old-for-stat-tracking-in-fps-games.html</guid><description><![CDATA[I realized something this past weekend, I think;&nbsp; as my free time to play my beloved FPS games lessens (read: I continue to be a responsible adult) the more depressing stat tracking is for me.I remember, way back when Call of Duty 4:&nbsp; Modern Warfare was all the rage, I cared deeply about my stats. I was far from a "pro" at the game, I guess, but back in the hubris of my relative youth, KDR (Kill/ [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">I realized something this past weekend, I think;&nbsp; as my free time to play my beloved FPS games lessens (read: I continue to be a responsible adult) the more depressing stat tracking is for me.<br /><br /><span>I remember, way back when Call of Duty 4:&nbsp; Modern Warfare was all the rage, I cared deeply about my stats. I was far from a "pro" at the game, I guess</span>, but back in the hubris of my relative youth, KDR (Kill/Death Ratio) was all that really mattered to me. I ended my Modern Warfare "career" with a formidable KDR somewhere around 2.4 or so. This was, of course, a result of playing nearly every day.<span> When Call of Duty:&nbsp; World at War was released (the next game in the series), I believe I scraped the tail end of a 2.0 KDR overall. Following that, Modern Warfare 2 and Black Ops respectively saw a similar decline. When Modern Warfare 3 came out last year, it only took a few play sessions of negative KDR to turn me off of the game completely.</span><br /><br /><span>Now, while I have strong opinions on map design in recent Call of Duty multiplayer, specifically with how sight lines have become shorter and flanking routes have become more tangled and numerous, most of this decline stems directly from having less and less time to devote to a game so passionately. </span>Nevertheless, <span style="font-weight: bold; text-decoration: underline;">having a record of precisely how awful I am at the game</span> isn't exactly helping my perception.<br /><br /><span style="color: rgb(102, 102, 102);">[Click READ MORE below for more...]</span><br /></div>  <div >  <!--BLOG_SUMMARY_END--></div>  <div  class="paragraph editable-text" style=" text-align: left; ">In my mind, this brings up an interesting issue. Maybe I'm  just a fringe case, but with stats so heavily integrated in FPS games  these days, I have to wonder if they're too pervasive. Of course, I'm  not flat-out stating that as a fact (or even my personal opinion), but  merely as a factor to be considered. For an example, look no farther  than Battlefield 3's Battlelog, a stat tracking site that has to be  launched just to play the game.<br /><br />Of course, as I play Battlefield 3, I tell myself that my KDR doesn't matter, but  if I'm honest with myself, sitting in a mobile Anti-Aircraft isn't  exactly helping my SPM (Score Per Minute, another important BF3 stat)  either. Sure, I cripple a jet every couple of minutes after hunting and  harassing it for an indeterminate amount of time, and I know I've helped  my team by keeping that aircraft off of their tails, but the scoreboard  doesn't quite reflect my achievement. Even more damning, when I play  the Support class the way it was intended to be played by laying down  suppressing fire (that is, missing on purpose), my overall  accuracy stat goes down. In other words, that laughable 13% accuracy you  see on my statistics page may not be entirely accurate (no pun  intended).<br /><br />And you know what? None of that is explicitly BF3's fault. The scoring system for support roles is more or less fine.  In the end, I think the problem is me. I can't break free of my  ingrained reliance on statistics, and I enjoy the game less because of  it. I can't not care. I can't JUST play the game and enjoy myself.<br /><br />And I can't help but wonder if maybe I'm not the only one that feels this way.</div>  ]]></content:encoded></item><item><title><![CDATA["Dead West" Postmortem]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2012/01/dead-west-postmortem.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2012/01/dead-west-postmortem.html#comments]]></comments><pubDate>Fri, 06 Jan 2012 11:55:42 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2012/01/dead-west-postmortem.html</guid><description><![CDATA[The capstone prototype I worked on at FIEA, "Dead West," was featured on Game Career Guide! This wonderful write-up was done by Pat Dietz, our design lead and original creator of "Dead West."Check it out!http://gamecareerguide.com/features/1034/postmortem_dead_.php?page=1 [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">The capstone prototype I worked on at FIEA, "Dead West," was featured on Game Career Guide! This wonderful write-up was done by Pat Dietz, our design lead and original creator of "Dead West."<br /><br /><span>Check it out!</span><br /><br /><a style="" href="http://gamecareerguide.com/features/1034/postmortem_dead_.php?page=1" target="_blank">http://gamecareerguide.com/features/1034/postmortem_dead_.php?page=1</a><br /><span></span><br /><span>In other news, transitioning to my new position at Zynga (and by that, I mean the winter gaming glut) hasn't left me a lot of free time for personal projects</span>, but I haven't forgotten about Verdigris! I have Zbrush; now I just need to sit down and get to work!<br /><br /><span>... just let me finish this... one... Flashpoint in SW:TOR first...</span><br /></div>  ]]></content:encoded></item><item><title><![CDATA[New Project - A League of Legends champion.]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/11/new-project-a-league-of-legends-champion.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/11/new-project-a-league-of-legends-champion.html#comments]]></comments><pubDate>Sun, 20 Nov 2011 15:00:21 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/11/new-project-a-league-of-legends-champion.html</guid><description><![CDATA[With the glut of the 2011 gaming season now in full-force, I haven't had much time for independent projects, so I pulled myself away from Battlefield 3 for a few minutes to do a modeling and design concept: &nbsp;a League of Legends Champion!And I've also started on the modeling; I wanted to started sculpting him today, but I no longer have access to Zbrush! Sadface! Santa will have to bring me a copy for Christmas. [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">With the glut of the 2011 gaming season now in full-force, I haven't had much time for independent projects, so I pulled myself away from Battlefield 3 for a few minutes to do a modeling and design concept: &nbsp;a League of Legends Champion!<br /><br />And I've also started on the modeling; I wanted to started sculpting him today, but I no longer have access to Zbrush! Sadface! Santa will have to bring me a copy for Christmas.<br /><br />WIP: &nbsp;His current iteration is sitting around 5k tris. Click "READ MORE" below to see what I've penned up for his abilities so far!</div>  <div ><div style="text-align: left;"><a href='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/6301930_orig.png' rel='lightbox' onclick='if (!lightboxLoaded) return false'><img src="http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/6301930.png" style="margin-top: 0; margin-bottom: 0; margin-left: 0; margin-right: 10px; border-width:1px;padding:3px;" alt="Picture" class="galleryImageBorder" /></a><div style="display: block; font-size: 90%; margin-top: -0; margin-bottom: 0;"></div></div></div>  <div >  <!--BLOG_SUMMARY_END--></div>  <div  class="paragraph editable-text" style=" text-align: left; ">Verdigris, the Copper Curator<br /><br />(Tank, Melee)<br /><br /><strong style="">Passive Ability &ndash; For Whom the Bell Tolls</strong><br /><ul style=""><li style="">&nbsp;Every time Verdigris is struck by a melee attack in combat, he gains Ringing Shell, granting X armor and stacking up to 10 times. &nbsp;If Verdigris is struck by an enemy champion while having 10 stacks of Ringing Shell, the stacks are reset, and the enemy champion suffers X magic damage and is stunned for 2 seconds.</li></ul><strong style="">&ldquo;Q&rdquo; Ability &ndash; Reverberating Fist</strong><br /><ul style=""><li style="">16/15/14/13/12 Second Cooldown.</li><li style="">Verdigris&rsquo; next melee attack strikes his target with resonating vigor, dealing an additional X physical damage and taunting the target for 1/1.25/1.5/1.75/2 seconds.</li><li style=""><em style="">Deafening Peals</em>:&nbsp; After the taunt ends, the target is slowed 40% for 2 seconds.</li></ul><strong style="">&ldquo;W&rdquo; Ability &ndash; Oxidize</strong><br /><ul style=""><li style="">30/27/24/21/18 Second Cooldown.&nbsp;</li><li style="">Verdigris oxidizes an enemy champion&rsquo;s equipment, dealing X magic damage preventing that enemy from gaining any passive effects or auras from items, activating items, or using consumables for 2/4/6/8/10 seconds.&nbsp;</li><li style=""><em style="">Deafening Peals</em>:&nbsp; The enemy champion also has their armor reduced by 20% for the duration.</li></ul><strong style="">&ldquo;E&rdquo; Ability &ndash; Clarion Bell</strong><br /><ul style=""><li style="">75/70/65/60/55 Second Cooldown.&nbsp;</li><li style="">Verdigris place a stationary bell nearby that lasts for 30 seconds or until it is killed. This bell emits an aura which decreases friendly damage taken by 5/7.5/10/12.5/15%.&nbsp;</li><li style=""><em style="">Deafening Peals</em>:&nbsp; Clarion Bell&rsquo;s aura also heals Verdigris and his allies for 5/10/15/20/25 per second.</li></ul><strong style="">Ultimate &ndash; Deafening Peals</strong><br /><ul style=""><li style="">90/80/70 Second Cooldown.</li><li style="">Blasts of sound radiate outward from Verdigris every 4 seconds for 16/20/24 seconds, dealing X magic damage to enemies. In addition, Verdigris&rsquo; other abilities are empowered for the duration of Deafening Peals.</li></ul></div>  ]]></content:encoded></item><item><title><![CDATA[A Beginner's Guide To Hard Surface Sculpting]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/08/a-beginners-guide-to-hard-surface-sculpting.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/08/a-beginners-guide-to-hard-surface-sculpting.html#comments]]></comments><pubDate>Wed, 03 Aug 2011 17:07:41 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/08/a-beginners-guide-to-hard-surface-sculpting.html</guid><description><![CDATA[Oh, look! I wrote a tutorial. Does what it says on the tin (hopefully). Regardless, I learned a lot by writing it, so there's that!I used some of the techniques in the guide to make the hi-poly sculpt of the MSBU, also below for your viewing pleasure. Click on it the image to expand. :D    [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Oh, look! I wrote a tutorial. Does what it says on the tin (hopefully). Regardless, I learned a lot by writing it, so there's that!<br /><br />I used some of the techniques in the guide to make the hi-poly sculpt of the MSBU, also below for your viewing pleasure. Click on it the image to expand. :D<br /></div>  <div ><div style="margin: 10px 0 0 -10px"> <a href="http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/beginner_hard_surface_guide.pdf"><img src="http://www.weebly.com/weebly/images/file_icons/pdf.png" width="36" height="36" style="float: left; position: relative; left: 0px; top: 0px; margin: 0 15px 15px 0; border: 0;" /></a><div style="float: left; text-align: left; position: relative;"><table style="font-size: 12px; font-family: tahoma; line-height: .9;"><tr><td colspan="2"><b> beginner_hard_surface_guide.pdf</b></td></tr><tr style="display: none;"><td>File Size:  </td><td>2148 kb</td></tr><tr style="display: none;"><td>File Type:  </td><td> pdf</td></tr></table><a href="http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/beginner_hard_surface_guide.pdf" style="font-weight: bold;">Download File</a></div> </div>  <hr style="clear: both; width: 100%; visibility: hidden"></hr></div>  <div ><div style="height: 0px; overflow: hidden;"></div> <div id='579685433388857114-gallery' class='imageGallery' style='line-height: 0px; padding: 0; margin: 0'> <div id='579685433388857114-imageContainer0' style='float:left;width:33.28%;margin:0;'><div id='579685433388857114-insideImageContainer0' style='position:relative;margin:0px;padding:0 8px 8px 0'><div style='position:relative;width:100%;padding:0 0 75.08%;'><a href='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/8279234_orig.jpg' rel='lightbox[gallery579685433388857114]' onclick='if (!window.lightboxLoaded) return false' title='Exported from Zbrush'><img src='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/8279234.jpg' class='galleryImage galleryImageBorder' _width='333' _height='119' style='position:absolute;border-width:1px;padding:3px;width:100%;top:26.2%;left:0%' /></a></div></div></div><span style='display: block; clear: both; height: 0px; overflow: hidden;'></span> </div>  <div style="height: 0px; overflow: hidden;"></div></div>  ]]></content:encoded></item><item><title><![CDATA[A Quick Screen Grab...]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/07/a-quick-screen-grab.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/07/a-quick-screen-grab.html#comments]]></comments><pubDate>Wed, 13 Jul 2011 12:33:14 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/07/a-quick-screen-grab.html</guid><description><![CDATA[For the MSBU! Roughly 7k tris.     [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">For the MSBU! Roughly 7k tris.</div>  <div ><div style="text-align: center;"><a><img src="http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/813162.jpg?604" style="margin-top: 0; margin-bottom: 0; margin-left: 5px; margin-right: 10px; border-width:0;" alt="Picture" class="galleryImageBorder" /></a><div style="display: block; font-size: 90%; margin-top: -0; margin-bottom: 0;"></div></div></div>  ]]></content:encoded></item><item><title><![CDATA[The three most important things that I learned at FIEA.]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/the-three-most-important-things-that-i-learned-at-fiea.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/the-three-most-important-things-that-i-learned-at-fiea.html#comments]]></comments><pubDate>Wed, 22 Jun 2011 14:23:21 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/06/the-three-most-important-things-that-i-learned-at-fiea.html</guid><description><![CDATA[I have removed this post. There was a misinterpretation over it, and I just feel better with it off of my site, although I still stand by everything I said.-Luke   [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; "><em>I have removed this post. There was a misinterpretation over it, and I just feel better with it off of my site, although I still stand by everything I said.</em><br /><br /><em>-Luke</em></div>  ]]></content:encoded></item><item><title><![CDATA[Portfolio: (Mostly) Finished!]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/portfolio-mostly-finished.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/portfolio-mostly-finished.html#comments]]></comments><pubDate>Mon, 20 Jun 2011 11:03:02 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/06/portfolio-mostly-finished.html</guid><description><![CDATA[Finally managed to get a few decent renders up in my portfolio; all I'm missing is a couple screenshots from "Erado" (getting the old package files to work with the newest UDK engine has been taxing ), and perhaps a couple .swf files from my job to show off some Flash skills.   [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Finally managed to get a few decent renders up in my portfolio; all I'm missing is a couple screenshots from "Erado" (getting the old package files to work with the newest UDK engine has been taxing ), and perhaps a couple .swf files from my job to show off some Flash skills.<br /><br /></div>  ]]></content:encoded></item><item><title><![CDATA[TBX: The joys of WRITING.]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/tbx-the-joys-of-writing.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/06/tbx-the-joys-of-writing.html#comments]]></comments><pubDate>Sat, 04 Jun 2011 13:32:43 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/06/tbx-the-joys-of-writing.html</guid><description><![CDATA[Between school work and work work, I've been spending my spare time penning up a game design doc for TBX. In grand total, it came in at about 23 pages... perhaps a little lengthy, but this was mostly a "for me" project anyway, so I guess it doesn't matter very much. Still, it will make a decent game production portfolio piece (although probably not for display on this website).Speaking of which, still haven't gotten ar [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Between school work and work work, I've been spending my spare time penning up a game design doc for TBX. In grand total, it came in at about 23 pages... perhaps a little lengthy, but this was mostly a "for me" project anyway, so I guess it doesn't matter very much. Still, it will make a decent game production portfolio piece (although probably not for display on this website).<br /><br />Speaking of which, still haven't gotten around to finishing my portfolio (this site), which is&nbsp;disconcerting&nbsp;but not quite unexpected given my workload at FIEA this semester. The work is there, but it's difficult to find the time to get some&nbsp;competent&nbsp;renders. In some ways I guess I am a prototypical artist, although procrastination really ins't all to blame in this case.<br /><br />Next on the docket for TBX: &nbsp;more character art, with particular focus on the expressions of the pilot, whom I've named "Sophie."<br /></div>  <div ><div style="height: 0px; overflow: hidden;"></div> <div id='822436585393220350-gallery' class='imageGallery' style='line-height: 0px; padding: 0; margin: 0'> <div id='822436585393220350-imageContainer0' style='float:left;width:33.28%;margin:0;'><div id='822436585393220350-insideImageContainer0' style='position:relative;margin:0px;padding:0 8px 8px 0'><div style='position:relative;width:100%;padding:0 0 75.08%;'><a href='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/4099305_orig.png' rel='lightbox[gallery822436585393220350]' onclick='if (!window.lightboxLoaded) return false'><img src='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/4099305.png' class='galleryImage galleryImageBorder' _width='197' _height='250' style='position:absolute;border-width:1px;padding:3px;width:59.16%;top:0%;left:20.42%' /></a></div></div></div><span style='display: block; clear: both; height: 0px; overflow: hidden;'></span> </div>  <div style="height: 0px; overflow: hidden;"></div></div>  ]]></content:encoded></item><item><title><![CDATA[TBX: The Pilot? An unfinished concept.]]></title><link><![CDATA[http://awalloftext.weebly.com/1/post/2011/05/tbx-the-pilot-an-unfinished-concept.html]]></link><comments><![CDATA[http://awalloftext.weebly.com/1/post/2011/05/tbx-the-pilot-an-unfinished-concept.html#comments]]></comments><pubDate>Thu, 12 May 2011 03:16:48 -0800</pubDate><category><![CDATA[Uncategorized]]></category><guid isPermaLink="false">http://awalloftext.weebly.com/1/post/2011/05/tbx-the-pilot-an-unfinished-concept.html</guid><description><![CDATA[Originally I had&nbsp;envisioned the "TBX" pilot as a male because, honestly, when you describe the concept of game like that to someone it just drips testosterone. &nbsp;However, I've always had a soft spot for female lead characters, especially when bordering on the less conventional.I'm not the most skilled concept artist; I'm a cartoonist at best. But I do enjoy drawing characters. For this particular character, I  [...] ]]></description><content:encoded><![CDATA[<div  class="paragraph editable-text" style=" text-align: left; ">Originally I had&nbsp;envisioned the "TBX" pilot as a male because, honestly, when you describe the concept of game like that to someone it just drips testosterone. &nbsp;However, I've always had a soft spot for female lead characters, especially when bordering on the less conventional.<br /><br />I'm not the most skilled concept artist; I'm a cartoonist at best. But I do enjoy drawing characters. For this particular character, I opted to put her in an action pose from the beginning instead of a just a standard "standing straight and looking at the camera" view because I still needed to get a sense of her mannerisms. She's crazy. No really, she's clinically insane.<br /><br />I had imagined that the pilot, regardless of sex, was going to be a little "off." And this as-of-yet nameless character is definitely going to be that. I want to do a ridiculously over-the-top back story where she killed her step-father with a fondue fork and then somehow managed to murder an entire department worth of police when she was arrested. The idea is that the military needs a completely depraved mind to pilot the Mega Stratus Breaker Ultimatum, otherwise the machine just won't... work. Crazy likes crazy, I guess.<br /><br />Of course, this is all just silly black humor that would only be mentioned in passing in the game.<br /><br />Next up: &nbsp;Finish this concept and do some expression sheets. Who knows? Maybe I'll make Japanese RPG-style dialogue boxes out of the expressions! Yeah... that sounds like fun.<br /></div>  <div ><div style="height: 0px; overflow: hidden;"></div> <div id='472637950294294227-gallery' class='imageGallery' style='line-height: 0px; padding: 0; margin: 0'> <div id='472637950294294227-imageContainer0' style='float:left;width:33.28%;margin:0;'><div id='472637950294294227-insideImageContainer0' style='position:relative;margin:0px;padding:0 8px 8px 0'><div style='position:relative;width:100%;padding:0 0 75.08%;'><a href='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/8566463_orig.jpg' rel='lightbox[gallery472637950294294227]' onclick='if (!window.lightboxLoaded) return false'><img src='http://awalloftext.weebly.com/uploads/7/3/3/7/7337103/8566463.jpg' class='galleryImage galleryImageBorder' _width='333' _height='223' style='position:absolute;border-width:1px;padding:3px;width:100%;top:5.4%;left:0%' /></a></div></div></div><span style='display: block; clear: both; height: 0px; overflow: hidden;'></span> </div>  <div style="height: 0px; overflow: hidden;"></div></div>  ]]></content:encoded></item></channel></rss>

